Can someone give me some more technical details on how the iteration fog algorithm works?Would love to implement it as an extension to the DE raytracer I use now in Fragmentarium.

Thanks!

In general fog casts shadows and receives shadows. Opacity of fog depend on iteration count of fractal formula. More iterations gives higher opacity.For every ray marching step it calculates lights and shadows. But ray-marching has to be done in opposite direction than for calculating fractal surface. It must be from fractal to camera. If you need more details you can look into source code:https://github.com/buddhi1980/mandelbulber2/blob/master/mandelbulber2/src/shaders.cpp#L417